Update Discussion thread (14FEB18)

Generic, on-topic discussion about Colonial Marines.
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caleeb101
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Re: Update Discussion thread (14FEB18)

Post by caleeb101 » 20 Mar 2018, 08:37

Butlerblock wrote:
19 Mar 2018, 16:54
Make queen spawn in the game already Ovi'd and I'd be fine with this change. As it is I hate this change with a burning passion, especially as a xeno main. The thing I care about every single round is getting a round start, or equivalent to a round start xeno in order to make the first T2 wave. Since the round start larva count is currently basically 0, I have to rely on spamming the join hive button in order to get the fastest "late" join larva so that I can evolve before the T2 gets perma locked. Currently, this change makes it so that no late join larva can happen until the queen ovi's. Since the queen spawns already non-ovi'd and it takes around 20 seconds for the queen to ovi, not to mention the average of about another 20 seconds before most queen ovi, thats about 40 seconds without any late join larva, which mean's unless the lord and savior has blessed me with a million to one RNG, I won't get round start larva, or an equivalent to round start larva(Aka "late" join larva very soon after the round starts)

Update is currently 0/10, revert it, make getting actual round start larva possible again, or make queen spawn in ovi'd.
It is also extremely likely some T2's will die *cough* Hunters and cocky spitters *cough* and you will take their spot. If your point is that you like to get a T2 early so you can try at being ancient, the big upgrade gap is between Mature and Elite so you're pretty much close enough at Elite. Plus Elite doesn't take too long to get to either.

On top of all this, Elite T1's or with some luck Mature T1's can still do work. If you play around with those castes for a bit instead of dismissing them and always going for a T2 you'll definitely be really skilled with them.
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Re: Update Discussion thread (14FEB18)

Post by SolarMacharius » 20 Mar 2018, 16:30

HKO2006 wrote:
20 Mar 2018, 05:40
March 19 2018
RavingManiac updated:
Whistles added. One in each SL vendor, as well as one in the CIC and one in the CO's quarters. Use these for coordination, or for telling your marines to listen up
My dream of being a WW1 era officer with revolver in hand has become true.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 20 Mar 2018, 17:01

SolarMacharius wrote:
20 Mar 2018, 16:30
My dream of being a WW1 era officer with revolver in hand has become true.
Honestly why do commanders bring their smartgun down? They ought to have a megaphone in one hand and the metaba in the other yelling hold orders and stuff.
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Re: Update Discussion thread (14FEB18)

Post by thatguyfromlife » 20 Mar 2018, 18:10

Sulaboy wrote:
20 Mar 2018, 17:01
Honestly why do commanders bring their smartgun down? They ought to have a megaphone in one hand and the metaba in the other yelling hold orders and stuff.
They gotta get muh kills and try to be robust. Maybe now they'll try and get marines to be orderly.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 20 Mar 2018, 22:30

March 20 2018
Bmc777 updated:
Changed examine messages to be more detailed with regards to wound locations.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 20 Mar 2018, 23:38

HKO2006 wrote:
20 Mar 2018, 22:30
Changed examine messages to be more detailed with regards to wound locations.
Yeah this ought to help standards treat other marines. Anyone know how it displays this info ingame. It used to just say that they were bleeding underneath their clothing. This should put an end to that click every limb of their body with gauze.
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Re: Update Discussion thread (14FEB18)

Post by Iatots » 21 Mar 2018, 06:28

If they are not conscious enough to tell you what needs bandaging, bandaging will probably not fix their issues.
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Re: Update Discussion thread (14FEB18)

Post by Sulaboy » 21 Mar 2018, 09:31

Iatots wrote:
21 Mar 2018, 06:28
If they are not conscious enough to tell you what needs bandaging, bandaging will probably not fix their issues.
It won't fix it but it might be the difference between them needing a defib or needing a blood transfusion.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 21 Mar 2018, 22:24

March 21 2018
Spookydonut updated:
Queen only stops the shuttle from leaving if she uses the remote console to call it down first.
SSD larva near the ovi'd queen now burrow back underground.
Added 5 minute timer to taking over a larva.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 24 Mar 2018, 21:15

March 25 2018
RavingManaic updated:
Dropship can now be locked from passenger-area lockdown button
Dropship intercom channel names fixed
Dropship can no longer be locked from LZ computer
Dropship crash now produces more devastation in a tighter area
Whistle sound quality improved
Whistle in-mouth sprite reduced in size
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Re: Update Discussion thread (14FEB18)

Post by thatguyfromlife » 24 Mar 2018, 23:22

HKO2006 wrote:
24 Mar 2018, 21:15
March 25 2018
RavingManaic updated:
Whistle sound quality improved
Whistle in-mouth sprite reduced in size
Finally some Marine buffs. But I do like the DS crash now, looks like it actually slammed into the ship at full speed now.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 27 Mar 2018, 23:19

March 27 2018
Spookydonut updated:
Xenos on fire have any facehuggers in their hands die, stored huggers on carriers are unaffected.
Ghosts now receive queen mother and word of the queen messages.
Hive status now shows xeno leaders.
Hive status now shows number of burrowed larva.
SSD and ghosted xenos no longer get upgrade and evolution progress or count towards tier slots unlocking. They still take up t2/t3 slots.
Fixed carrier related multi-hive bugs.
Burning xenos now correctly emit light.
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Re: Update Discussion thread (14FEB18)

Post by Cry of Wolves » 28 Mar 2018, 02:06

Burning xenos now emit light

We got ourselves some walking glowsticks now!

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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 28 Mar 2018, 11:05

They might actually need to move more then two tiles to avoid my sniper rifle now when I set them alight!
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Re: Update Discussion thread (14FEB18)

Post by Symbiosis » 28 Mar 2018, 13:59

Xeno Win rate tanking and round start Xeno numbers are down.

Getting round start Xeno is a 1/3 chance. Getting late join Larva relegates you to T1 a majority of the time - or a weak T2 for a long time.

You’re faced with hoping for a late join Larva if you don’t get round start and being useless as the Unga wave comes... or joining Marine and getting some fun RP in and participating in the safari.

It’s no wonder Xeno population is dropping.
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Re: Update Discussion thread (14FEB18)

Post by Butlerblock » 28 Mar 2018, 14:48

WinterClould wrote:
28 Mar 2018, 11:05
They might actually need to move more then two tiles to avoid my sniper rifle now when I set them alight!
I mean, you have night vision.
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Re: Update Discussion thread (14FEB18)

Post by WinterClould » 28 Mar 2018, 16:24

Night vision doesn't give you true vision on tiles a certain distance away if they don't have light on them.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 29 Mar 2018, 20:49

March 27 2018
Spookydonut updated:
Fixed the issue with cryo consoles not working correctly with thanks to phil235 for working out the esoteric byond behaviour responsible.
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Re: Update Discussion thread (14FEB18)

Post by caleeb101 » 30 Mar 2018, 01:58

i retain the argument that if you know what you're doing and are careful you can do work as a T1 with the greatest of ease.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 30 Mar 2018, 13:58

March 30 2018
Spookydonut updated:
Fixed infection hud on xeno hosts disappearing after the larva is spawned inside them.
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Re: Update Discussion thread (14FEB18)

Post by OTURNIP » 30 Mar 2018, 14:00

Is there a new icon for hosts with a larva spawned in them or is it the same one from the previous stage?

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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 30 Mar 2018, 15:00

No new icon.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 01 Apr 2018, 22:41

April 1 2018
dylanstrategie updated:
Crusher base health has been increased. Crusher upgrade health has been significantly increased.


>removed
► Show Spoiler
Last edited by HKO20006 on 02 Apr 2018, 03:23, edited 3 times in total.
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Re: Update Discussion thread (14FEB18)

Post by XSlayer300 » 02 Apr 2018, 02:43

The update below the Crusher buff is removed because... Reasons.
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Re: Update Discussion thread (14FEB18)

Post by HKO20006 » 03 Apr 2018, 07:58

April 3 2018
Spookydonut updated:
Tweaked germs/infections from surgery, it is safest to operate using an operating table and with a surgical mask on.
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Revamped wiki pages: Marine Quickstart Guide, Xeno Quickstart Guide, Squad Marine, Squad Engineer, Macros

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